1 // mpplayer.cxx -- routines for a player within a multiplayer Flightgear
3 // Written by Duncan McCreanor, started February 2003.
4 // duncan.mccreanor@airservicesaustralia.com
6 // Copyright (C) 2003 Airservices Australia
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
29 /******************************************************************
32 * Description: Provides a container for a player in a multiplayer
33 * game. The players network address, model, callsign and positoin
34 * are held. When the player is created and open called, the player's
35 * model is loaded onto the scene. The position transform matrix
36 * is updated by calling SetPosition. When Draw is called the
37 * elapsed time since the last update is checked. If the model
38 * position information has been updated in the last TIME_TO_LIVE
39 * seconds then the model position is updated on the scene.
41 ******************************************************************/
43 #include "mpplayer.hxx"
46 #if !(defined(_MSC_VER) || defined(__MINGW32__))
48 # include <sys/socket.h>
49 # include <netinet/in.h>
50 # include <arpa/inet.h>
52 #include <plib/netSocket.h>
55 #include <simgear/scene/model/modellib.hxx>
57 #include <Main/globals.hxx>
58 #include <Scenery/scenery.hxx>
61 // These constants are provided so that the ident command can list file versions.
62 const char sMPPLAYER_BID[] = "$Id$";
63 const char sMPPLAYER_HID[] = MPPLAYER_HID;
66 /******************************************************************
68 * Description: Constructor.
69 ******************************************************************/
70 MPPlayer::MPPlayer() {
72 // Initialise private members
73 m_bInitialised = false;
75 m_PlayerAddress.set("localhost", 0);
82 /******************************************************************
84 * Description: Destructor.
85 ******************************************************************/
86 MPPlayer::~MPPlayer() {
93 /******************************************************************
95 * Description: Initialises class.
96 ******************************************************************/
97 bool MPPlayer::Open(const string &sAddress, const int &iPort, const string &sCallsign, const string &sModelName, bool bLocalPlayer) {
101 if (!m_bInitialised) {
103 m_PlayerAddress.set(sAddress.c_str(), iPort);
104 m_sCallsign = sCallsign;
105 m_sModelName = sModelName;
106 m_bLocalPlayer = bLocalPlayer;
108 // If the player is remote then load the model
113 SG_LOG( SG_NETWORK, SG_ALERT, "Failed to load remote model '" << sModelName << "'." );
118 m_bInitialised = bSuccess;
121 SG_LOG( SG_NETWORK, SG_ALERT, "MPPlayer::Open - Attempt to open an already open player connection." );
126 /* Return true if open succeeds */
132 /******************************************************************
134 * Description: Resets the object.
135 ******************************************************************/
136 void MPPlayer::Close(void) {
138 // Remove the model from the game
139 if (m_bInitialised && !m_bLocalPlayer) {
141 // Disconnect the model from the transform, then the transform from the scene.
142 m_ModelTrans->removeKid(m_Model);
143 globals->get_scenery()->get_aircraft_branch()->removeKid( m_ModelTrans);
145 // Flush the model loader so that it erases the model from its list of
147 globals->get_model_lib()->flush1();
149 // Assume that plib/ssg deletes the model and transform as their
150 // refcounts should be zero.
154 m_bInitialised = false;
157 m_sCallsign = "none";
162 /******************************************************************
164 * Description: Updates position data held for this player and resets
165 * the last update time.
166 ******************************************************************/
167 void MPPlayer::SetPosition(const sgMat4 PlayerPosMat4) {
170 // Save the position matrix and update time
171 if (m_bInitialised) {
172 sgCopyMat4(m_ModelPos, PlayerPosMat4);
181 /******************************************************************
183 * Description: Updates the position for the player's model
184 * The state of the player's data is returned.
185 ******************************************************************/
186 MPPlayer::TPlayerDataState MPPlayer::Draw(void) {
188 MPPlayer::TPlayerDataState eResult = PLAYER_DATA_NOT_AVAILABLE;
190 sgCoord sgPlayerCoord;
192 if (m_bInitialised && !m_bLocalPlayer) {
193 if ((time(NULL) - m_LastUpdate < TIME_TO_LIVE)) {
194 // Peform an update if it has changed since the last update
197 // Transform and update player model
198 sgSetCoord( &sgPlayerCoord, m_ModelPos);
199 m_ModelTrans->setTransform( &sgPlayerCoord );
201 eResult = PLAYER_DATA_AVAILABLE;
203 // Clear the updated flag so that the position data
204 // is only available if it has changed
208 // Data has not been updated for some time.
210 eResult = PLAYER_DATA_EXPIRED;
220 /******************************************************************
222 * Description: Returns the player's callsign.
223 ******************************************************************/
224 string MPPlayer::Callsign(void) const {
231 /******************************************************************
232 * Name: CompareCallsign
233 * Description: Returns true if the player's callsign matches
234 * the given callsign.
235 ******************************************************************/
236 bool MPPlayer::CompareCallsign(const char *sCallsign) const {
238 return (m_sCallsign == sCallsign);
243 /******************************************************************
245 * Description: Loads the player's aircraft model.
246 ******************************************************************/
247 void MPPlayer::LoadModel(void) {
250 m_ModelTrans = new ssgTransform;
253 m_Model = globals->get_model_lib()->load_model( globals->get_fg_root(),
255 globals->get_props(),
256 globals->get_sim_time_sec() );
257 m_Model->clrTraversalMaskBits( SSGTRAV_HOT );
259 // Add model to transform
260 m_ModelTrans->addKid( m_Model );
262 // Optimise model and transform
263 ssgFlatten( m_Model );
264 ssgStripify( m_ModelTrans );
266 // Place on scene under aircraft branch
267 globals->get_scenery()->get_aircraft_branch()->addKid( m_ModelTrans );
273 /******************************************************************
275 * Description: Populates the header and data for a position message.
276 ******************************************************************/
277 void MPPlayer::FillPosMsg(T_MsgHdr *MsgHdr, T_PositionMsg *PosMsg) {
279 FillMsgHdr(MsgHdr, POS_DATA_ID);
281 strncpy(PosMsg->sModel, m_sModelName.c_str(), MAX_MODEL_NAME_LEN);
282 PosMsg->sModel[MAX_MODEL_NAME_LEN - 1] = '\0';
283 sgCopyMat4(PosMsg->PlayerPos, m_ModelPos);
289 /******************************************************************
291 * Description: Populates the header of a multiplayer message.
292 ******************************************************************/
293 void MPPlayer::FillMsgHdr(T_MsgHdr *MsgHdr, const int iMsgId) {
295 struct in_addr address;
297 MsgHdr->MsgId = iMsgId;
301 MsgHdr->iMsgLen = sizeof(T_MsgHdr) + sizeof(T_ChatMsg);
304 MsgHdr->iMsgLen = sizeof(T_MsgHdr) + sizeof(T_PositionMsg);
307 MsgHdr->iMsgLen = sizeof(T_MsgHdr);
311 address.s_addr = inet_addr( m_PlayerAddress.getHost() );
312 MsgHdr->lReplyAddress = address.s_addr;
314 MsgHdr->iReplyPort = m_PlayerAddress.getPort();
316 strncpy(MsgHdr->sCallsign, m_sCallsign.c_str(), MAX_CALLSIGN_LEN);
317 MsgHdr->sCallsign[MAX_CALLSIGN_LEN - 1] = '\0';
322 #endif // FG_MPLAYER_AS